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About This Episode

Need a shorter trial period for your Flash Builder applications? Adobe Flash Platform Engineer Rob Russell discusses how to quickly accomplish this with the License Manager.

Sr. Product Manager Tom Barclay gives you the first look at the next generation of Adobe Flash Professional, codenamed Hellcat. Its 64-bit architecture makes it faster and more reliable than ever before. Tom also shows you the updated user interface which has been streamlined for better efficiency.

Principal Scientist Narciso Jaramillo introduces Brackets, a new open-source code editor from Adobe, and demonstrates two features that improve productivity: inline editing for accessing code snippets from various files and live development for viewing updates instantly.

To show the benefits of modularizing a large project to make it easier to test, prototype, or share among multiple designers, Jonathan Snook looks at managing smaller, more discrete pieces of a project and bundling them together for a more efficient build process.

Jonathan Snook covers the concept of "depth of applicability," explaining the benefit of limiting the impact that the CSS has on the HTML in a project, and demonstrating how multiple selectors within the code can result in the HTML being too challenging to change or port.

Jonathan Snook discusses why you should categorize the various functions of the CSS code within your project (base, layout, module, state, and theme) as well as how each element works within the design.

Game developers talk about why they love developing games in Flash: easy workflow, maximum exposure, rapid prototyping, ubiquity of experience across devices, Stage 3D, graphics acceleration, and the ability to distribute to multiple platforms.

Senior Computer Scientist Charlie Scheinost demos three new features in Adobe Shadow: keeping devices in sync when using localhost, using pull to refresh to ensure cleared caches on all devices, and Adobe Edge integration.

Computer Scientist Duane O'Brien demos three new features in Adobe Shadow: previewing content protected by .htaccess or basic access authentication, testing single-page applications or jQuery Mobile sites that use named anchors, and previewing content on the Amazon Kindle Fire.

Join Developer Evangelist Kevin Hoyt for this thorough series on web standards, starting with a clarification of the various HTML5 browser specifications and an overview of the emerging APIs covered in this series’ seven lessons.

Lee Brimelow and Tom Nguyen highlight an array of new browser-and-device-friendly features in Flash Player 11.2 such as silent background updates, multi-threaded decoding for video, and mobile stage 3D, which delivers optimized performance for game development.

Technical Evangelist Andrew Trice covers Adobe AIR with captive runtime support for mobile application development, which will benefit your Flash Builder projects for Android OS. (Learn more about Adobe gaming technologies in the Game Development Center.)

Join Paul Trani as he explores the powerful animation potential of IK layers in Flash Professional CS5.5, allowing you to link assets together to create dynamic, skeleton-like structures. IK layers act like Motion tweens.

Paul Trani highlights the strengths of TLF text in Flash Professional CS5.5, and reveals a few tricks for optimizing SWF file sizes by using the Text Container Manager (TCM). TCM text is a subset of TLF text functionality that yields smaller file sizes and is appropriate for any text that will not change at runtime.

Developer Evangelist Paul Trani shows how easy it is to manipulate entire sets of layers with a new feature in Flash Professional CS5.5 to duplicate aspects of an animation or create After Effects style compositions.

Adobe Developer Evangelist Ryan Stewart has a round-table discussion with functionsource.com founders Ben Galbraith and Dion Almaer about the state of the web, exploring the benefits of past and present technologies and how best to leverage them in the near future.

Adobe Principal Product Manager Mike Chambers sits down with Stephen Koch, Sr. Developer from digital creative agency Big Spaceship, to discuss new design tools in HTML5 and CSS3 that can help you create expressive features in your webpages’ UIs.

Mobile devices are unlike laptop computers in that you interact with the content using touchpoints. In this video, Paul Trani creates a simple drawing application using ActionScript in Flash Professional.

An accelerometer allows the content on a mobile device to change based on the physical positioning of the device. Developer Evangelist Paul Trani shows how this function works using Flash Professional.

Greg Wilson interviews Quality Engineer Shashwati Keith about using Flash Builder to develop Muni Tracker, a popular mobile app that is available for Android and iOS devices and will soon be available for the BlackBerry PlayBook.

In this video, Duane Nickull explores microphone access in Adobe mobile applications built with Flash Builder 4.5. He creates a simple recording app to run on mobile devices and shares the source code.

Mark Doherty explores the potential offered by the large array of devices you may use everyday. He highlights how to create contextual applications that operate across desktops, mobile phones and tablets.

Platform Evangelist Tomas Krcha introduces the basics of 3D in Flash with a demonstration of the Alternativa 3D Platform Engine. (Learn more about Adobe gaming technologies in the Game Development Center.)

Michael Chaize shows off the integrative functionality of LiveCycle Collaboration Service, streaming video and photos in real-time between applications on PC and tablet devices. The Samsung Galaxy Tab and Blackberry PlayBook are featured.

Platform Evangelist Michael Chaize demonstrates the nuances of creating shared forms that link real-time data between two or more instances, leveraging the baton and timeOut properties in LiveCycle Collaboration Service.

Join Platform Evangelist Bhakti Pingale as she walks you through debugging a Flex application on a mobile device over a USB connection. While this walkthrough uses a Samsung Galaxy Tab, the workflow is applicable for any mobile device running Android.

Scott Fegette explores the new Live View and CSS3 Media Queries features in Dreamweaver CS5.5 that enables web designers and developers to quickly create and test custom web experiences across mobile devices.

In his continuing series on the new Spark components in Flex 4.5, James Ward demonstrates how the new Formatters simplify the process of displaying common data types as localized/internationalized and human friendly strings.

Developer Evangelist Serge Jespers describes how to build a Flex 4.5 application using Flash Builder 4.5. Discover how you can benefit from manipulating components' properties such as improved efficiency in managing data from an xml file.

Jacob Surber discusses the workflows available for importing graphics from Photoshop, Illustrator and Fireworks into a Flash Catalyst project, and suggests ways to make this process easier for developers and designers.

In the next episode of his HTML5 canvas element video series, Kevin Hoyt explains how developers can easily create user-driven drawing applications in Dreamweaver CS5 projects with the HTML5 canvas element.

Join Developer Evangelist Kevin Hoyt in this video series that explores how to effectively use the HTML5 canvas element and Dreamweaver CS5 to create rich web experiences that are fully compliant with modern standards.

In this video, Scott Fegette explains how developers can create mobile applications that take advantage of features such as multitouch, camera, and location services using the new jQuery Mobile Framework in a future version of Dreamweaver.

Join developer and trainer Stephanie (Sullivan) Rewis as she explains the ins and outs of embedding video on the web: which video formats work in each browser, and how to implement your video so that all modern browsers can access it.

W3Conversions' Stephanie (Sullivan) Rewis lays down the ground rules for video and HTML5 in a four-part series. First, she provides a crash course on how to think about HTML5 when delivering video and dynamic content for the web.

Join Platform Evangelist Renaun Erickson in his video series that offers tips on migrating to Flex 4. In this episode, learn about namespace changes to both MXML and CSS files, such as the former “mx” namespace is now “mx,” “fx” and “s.”

In part three of his Flex Mobile series, Narciso Jaramillo demonstrates how easy it is to debug his Twitter app directly on a device, and then packages it for deployment using the preview release of Flash Builder “Burrito.”

Former Adobe Technical Evangelist Ted Patrick shows how easy it is to publish a Flash project to the Google Nexus One and Droid 2 by Motorola, and also gives a trick for taking different screen sizes into account when designing your app.

Former Adobe Product Manager Tim Buntel demonstrates how to enable paging large record-sets automatically with Flash Builder and ColdFusion, and how the new network monitor can analyze network traffic.

Former Adobe Flex SDK team member Chet Haase shows you how to take advantage of the Flash rendering engine by creating filters, which are simple image processing operations you can perform on arbitrary graphics.

Adam Lehman talks about some of the native image manipulation features in ColdFusion 8. Learn how to use CFIMAGE to dynamically resize images, overlay text or a watermark, and apply effects with ColdFusion.

Learn how text rendering works in the Starling framework, and understand the two types of fonts you can use to display text in your games. (Learn more about Adobe gaming technologies in the Game Development Center.)

Add food items to the in-game screen randomly and animate them, and detect collisions between the items and hero using similar techniques used for obstacles. (Learn more about Adobe gaming technologies in the Game Development Center.)

Animate the hero based on mouse and finger position, learn about ways of detecting collisions in games, and write the detecting logic for this game. (Learn more about Adobe gaming technologies in the Game Development Center.)

Write the base code needed to control the game state and hero's speed, define the idle state, add the Start button, and make the hero fly in. (Learn more about Adobe gaming technologies in the Game Development Center.)

Learn how the artwork and animation for the Hungry Hero game were built and how the sprite sheet is created using Texture Packer, then run the animation in the project. (Learn more about Adobe gaming technologies in the Game Development Center.)

Exploring the Image, Texture, and Button classes, this episode gives insights into building the Welcome screen of the Hungry Hero game. (Learn more about Adobe gaming technologies in the Game Development Center.)

Doug continues to cover best practices for accessing data in object-oriented programming. In this video, he uses the "get" command to make his custom class' private method act like a regular public variable.

Adobe education evangelist Terry Ryan shows you how to take a title created in Adobe Photoshop CC, import it into Adobe Premiere Pro CC, and work with layers in the timeline. (Read the article to learn more.)